Lobotomy Corporation | Monster Management Simulation similar games & best alternatives

Lobotomy Corporation | Monster Management Simulation

PC (Microsoft Windows) • 2018

Should you play it?

A roguelite monster-management simulation inspired by the likes of the SCP Foundation, Cabin in the Woods, and Warehouse 13. Order your employees to perform work with the creatures and watch as it unfolds; harness greater energy, and expand the facility

What works
  • Deep and immersive story and lore
  • Challenging and rewarding gameplay
  • Unique and creative abnormalities
  • Strong progression and learning curve
  • Atmospheric music and art style
Things to keep in mind
  • Steep difficulty and punishing grind
  • Poor tutorial and onboarding
  • Ui and control clunkiness
  • High mental stress and frustration
  • Performance and bug issues

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • Xenopurge

  • Rogue State Revolution

  • Sintopia

  • Lost Technology

  • Reverse Collapse: Code Name Bakery

  • Shardpunk

  • SpaceBourne

  • Brutal Orchestra

  • Home Wars

Hidden Gems

Less popular games with surprisingly high similarity

  • Xenopurge

  • Rogue State Revolution

  • Shardpunk

If you liked…

Recommendations by what you enjoyed most

  • Competence

    ADOM (Ancient Domains Of Mystery)

  • Continuation

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  • Experimenting

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Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

Lobotomy Corporation | Monster Management Simulation: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Violence, Survival, Cooperation. Here, the score leans higher than usual among comparable games on Leadership, Story. It leans lower than usual among comparable games on Relaxation.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    4

    "Players have control over their character's actions, decisions, and strategies in managing time, jobs, education, and purchases."

    Capsule for No Time to Relax No Time to Relax

    "Players have control over managing employees, choosing which abnormalities to extract, and deciding strategies, but must work within complex and punishing game systems."

  • Competence

    Game with the same Competence vibe

    5

    "The game is highly challenging with complex mechanics requiring skill, learning, and mastery."

    Capsule for ADOM (Ancient Domains Of Mystery) ADOM (Ancient Domains Of Mystery)

    "The game is highly challenging, requiring skillful management, learning from failure, and mastering complex mechanics to progress."

  • Competition

    Game with the same Competition vibe

    -3

    "Focus is on personal progression and overcoming game challenges rather than competing against other players."

    Capsule for Lost Ruins Lost Ruins

    "Focus is on personal progression and overcoming in-game challenges rather than competing against other players."

  • Continuation

    Game with the same Continuation vibe

    5

    "Players invest many hours, often returning repeatedly despite setbacks, showing strong habitual and long-term engagement."

    Capsule for Rust Rust

    "Players invest many hours, repeatedly retrying days and runs, showing strong habitual engagement and persistence."

  • Cooperation

    Game with the same Cooperation vibe

    -4

    "Gameplay centers on individual management and tasks with limited or no multiplayer cooperation."

    Capsule for Bakso Simulator Bakso Simulator

    "Gameplay centers on individual management of employees and abnormalities with minimal multiplayer or cooperative elements."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players customize strategies, choose advisors, and develop unique approaches to resource management and politics, encouraging creative problem solving."

    Capsule for Dune: Spice Wars Dune: Spice Wars

    "Players experiment with different abnormalities and strategies; some creativity in managing and combining resources."

  • Domination

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    "Interactions are mostly with AI characters; no evidence of exerting control over other players."

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    "Interactions are with game systems and AI; no evidence of exerting control over other human players."

  • Escapism

    Game with the same Escapism vibe

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    "Players use the game as a deep, immersive escape from real life, often during stressful personal times."

    Capsule for Hobo: Tough Life Hobo: Tough Life

    "Players use the game as an intense, immersive experience to escape reality, despite its stressful nature."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest and intrinsic motivation, often despite frustration and difficulty."

    Capsule for Blasphemous Blasphemous

    "Players engage voluntarily out of interest and intrinsic motivation despite difficulty and frustration."

  • Experimenting

    Game with the same Experimenting vibe

    5

    "Trial and error learning, exploring new mechanics, and testing strategies are core to the gameplay experience."

    Capsule for Don't Starve Don't Starve

    "Trial and error, learning abnormalities’ behaviors, and testing strategies are core to gameplay."

  • Exploration

    Game with the same Exploration vibe

    4

    "Exploration of narrative branches, hidden content, and multiple endings drives curiosity and discovery."

    Capsule for qualia qualia

    "Discovering new abnormalities and uncovering story elements drives curiosity and exploration."

  • Expression

    Game with the same Expression vibe

    2

    "Some character customization and skins available, but limited compared to core gameplay focus."

    Capsule for Cloudbuilt Cloudbuilt

    "Some character and equipment customization exists, but limited compared to core gameplay."

  • Fantasy

    Game with the same Fantasy vibe

    5

    "Strongly rooted in imaginative Lovecraftian fiction with mythos creatures, eldritch horrors, and supernatural themes."

    Capsule for Lovecraft's Untold Stories Lovecraft's Untold Stories

    "Strongly rooted in imaginative fiction with Lovecraftian and SCP-inspired monsters and dystopian setting."

  • Fellowship

    Game with the same Fellowship vibe

    -3

    "Minimal social interaction; mostly solo play with limited community engagement."

    Capsule for Car For Sale Simulator 2023 Car For Sale Simulator 2023

    "Minimal social interaction; mostly solo play with limited community engagement."

  • Growth

    Game with the same Growth vibe

    5

    "Strong emphasis on learning, skill acquisition, and improving through repeated play and knowledge accumulation."

    Capsule for Sword of the Stars: The Pit Sword of the Stars: The Pit

    "Heavy emphasis on learning, skill development, and knowledge accumulation through repeated play."

  • Health

    Game with the same Health vibe

    -4

    "Encourages sedentary play with intense focus; no physical activity or health-related features."

    Capsule for BUTCHER BUTCHER

    "Encourages long sedentary play sessions with high mental stress; no physical activity elements."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires constant attention and micromanagement; not suited for passive or background play."

    Capsule for dotAGE dotAGE

    "Requires constant attention and micromanagement; not suitable for passive or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Limited to no evidence of close social relationships or emotional sharing within gameplay."

    Capsule for KINGDOM HEARTS -HD 1.5+2.5 ReMIX- KINGDOM HEARTS -HD 1.5+2.5 ReMIX-

    "Limited to no evidence of forming close relationships or emotional sharing with other players."

  • Leadership

    Game with the same Leadership vibe

    4

    "Players lead their company, manage staff, and make strategic decisions."

    Capsule for GamersGoMakers GamersGoMakers

    "Players act as managers directing employees and making strategic decisions."

  • Progression

    Game with the same Progression vibe

    5

    "Strong progression through unlocking technologies, equipment, and factory upgrades."

    Capsule for Satisfactory Satisfactory

    "Strong progression through research, equipment upgrades, and unlocking new abnormalities."

  • Relaxation

    Game with the same Relaxation vibe

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    "Sustained tension and stress dominate gameplay; little opportunity for relaxation or flow."

    Capsule for Amnesia: The Bunker Amnesia: The Bunker

    "Game is stressful, punishing, and designed to create tension rather than relaxation."

  • Sensation

    Game with the same Sensation vibe

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    "Atmospheric music and art provide sensory stimulation, though gameplay is mostly text and cards."

    Capsule for Cultist Simulator Cultist Simulator

    "Atmospheric music and art provide sensory stimulation, though gameplay is often tense and demanding."

  • Status

    Game with the same Status vibe

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    "No social status or recognition systems; focus is on individual achievement."

    Capsule for DEAD RISING® DEAD RISING®

    "No social status or recognition systems; focus is on individual achievement."

  • Story

    Game with the same Story vibe

    5

    "Deep narrative immersion with complex plot, character development, and thematic exploration central to the game."

    Capsule for Observer: System Redux Observer: System Redux

    "Deep narrative immersion with complex lore and story integrated into gameplay."

  • Strategy

    Game with the same Strategy vibe

    5

    "Requires significant mental challenge, planning, and problem solving to optimize progression."

    Capsule for Idling to Rule the Gods Idling to Rule the Gods

    "Requires careful planning, problem solving, and adapting strategies to manage abnormalities."

  • Thrill

    Game with the same Thrill vibe

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    "High suspense and tension from risk of sudden death and repeated failure."

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    "High suspense and tension from risk of breaches and cascading failures."

  • Value

    Game with the same Value vibe

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    "Players perceive strong value from extensive content, replayability, and quality storytelling."

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    "Players perceive strong value from the extensive content and story despite grind and difficulty."

  • Violence

    Game with the same Violence vibe

    4

    "Gameplay involves combat and destruction of enemy units."

    Capsule for Kingdom Rush 5: Alliance TD Kingdom Rush 5: Alliance TD

    "Gameplay involves combat and destruction of abnormalities and managing employee casualties."

  • Survival

    Game with the same Survival vibe

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    "Core gameplay revolves around managing threats, health, resources, and avoiding failure."

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    "Core gameplay revolves around avoiding failure, managing threats, and keeping the facility operational."

Last update: 01/06/2026